JustKneller
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@O_Bruce's recent thread has me inspired to give IWD another go. But, I'm not going to steal your thunder, O_Bruce. I am playing classic, not enhanced, and I have a very different concept in mind.
IWD is my favorite IE game, especially with regards to its fidelity to the source system. Unlike other IE games (which aren't chopped liver by any means), this one feels the most like I'm playing classic AD&D. I have been fortunate enough to find a new tabletop group recently and it has been going well. We are doing the Moldvay/Cook/Marsh version of Basic/Expert (B/X) D&D (which was eventually retrocloned as Old School Essentials) and are having a great time. My character is a low intelligence halfling who is making some dumb moves that have been miraculously working out quite well. Clearly, I bought the right set of dice for this game.
I thought I would see how the Basic/Expert model fares in Icewind Dale. I'm sure it will be fine. The game is a cakewalk with an optimized party and a fun adventure with a challenge party.
In any event, the rules are as follows.
Character attributes are rolled 3d6 down the line. Characters can be deemed hopeless (and scrapped) if all attributes are below average or if two or more attributes are really low (6 or below).
Attribute points can be moved around on a 2 for 1 basis, but with the following limitations. Strength may be lowered by magic-users to raise intelligence, by clerics to raise Wisdom, and by thieves to raise Dexterity. Intelligence may be lowered by fighters, dwarves, halflings, clerics, and thieves to raise the prime requisite of their class. Wisdom may be lowered by everyone but clerics to raise the prime requisite for their class. Dexterity can't be lowered, but it can be raised if it is a prime requisite. Constitution or Charisma may not be raised or lowered. No score can be lowered below 9 with adjustments.
There are seven classes in B/X D&D. The fighter, cleric, magic-user, thief, dwarf, elf, and halfling. Yeah, being a different race is its own class in B/X. There's a rationale for it that I won't bother to get into, but this basically translates into AD&D as a dwarf fighter, halfling fighter, and elf fighter/mage. It probably goes without saying, but the four core classes are human only.
Since the IWD roller boost scores up to the needed minimums, I'll be rolling my characters the old fashioned way, using the dice that have served me well in my current tabletop game. 3d6 down the line gets me:
Yikes! I guess the dice only work with actual tabletop, not video games. Actually, I can't complain. They are all above average (63-point) characters. I only had to scrap one that rolled two scores below six. A lot of decent scores were wasted on Charisma, though.
A, B, and C are not set up to be good front-liners with their poor to middling physical attributes. But D and F have pretty bad Str for the front line, too. For F, I can pull points from Int and Wis to bump Str to average to make a serviceable dwarf or halfling (with +3 shorty saves). E would make another good fighter, especially if I pull from Int and Wis to get Str to 17. The decent Con makes another good halfling option, though the Con is just a little too low to be a dwarf. I need a Dex of 12 to make a respectable thief, but the thief is also my least important character (at least, for attribute scores). From A-D, I want to pull a Cleric and an Elf. A single class mage out-levels the spell availability so the multi would be more practical. I think A is my Elf, which I would make a back-line archer. The Dex isn't great, but there's also no penalties there. B or D are my clerics, possibly both. B can actually make a good caster cleric. I can drop Str for Wis and the Dex/Con are just high enough to avoid penalties. That leaves C and D. A thief and a wild card. I can make C my thief if I drop Int to get my Dex to 9. D is a thief right out of the gates, and I can drop Wis for even better Dex. I want to get a third front-liner out of this for balance, though, and preferably another cleric. However, both have unimpressive Dex and neither can use any kind of plate with their Str scores. But, B can get to plate mail with Str 13, so actually I'll make D my caster cleric in the back line and B can be a passable front-ish line cleric off tank. I guess that makes C my thief.
So, now we have:
The Ext row is how many extra points I threw away when actually creating each character. Not gonna lie. The 16, 17, and 18 really hurt.
To be continued...
IWD is my favorite IE game, especially with regards to its fidelity to the source system. Unlike other IE games (which aren't chopped liver by any means), this one feels the most like I'm playing classic AD&D. I have been fortunate enough to find a new tabletop group recently and it has been going well. We are doing the Moldvay/Cook/Marsh version of Basic/Expert (B/X) D&D (which was eventually retrocloned as Old School Essentials) and are having a great time. My character is a low intelligence halfling who is making some dumb moves that have been miraculously working out quite well. Clearly, I bought the right set of dice for this game.
I thought I would see how the Basic/Expert model fares in Icewind Dale. I'm sure it will be fine. The game is a cakewalk with an optimized party and a fun adventure with a challenge party.
In any event, the rules are as follows.
Character attributes are rolled 3d6 down the line. Characters can be deemed hopeless (and scrapped) if all attributes are below average or if two or more attributes are really low (6 or below).
Attribute points can be moved around on a 2 for 1 basis, but with the following limitations. Strength may be lowered by magic-users to raise intelligence, by clerics to raise Wisdom, and by thieves to raise Dexterity. Intelligence may be lowered by fighters, dwarves, halflings, clerics, and thieves to raise the prime requisite of their class. Wisdom may be lowered by everyone but clerics to raise the prime requisite for their class. Dexterity can't be lowered, but it can be raised if it is a prime requisite. Constitution or Charisma may not be raised or lowered. No score can be lowered below 9 with adjustments.
There are seven classes in B/X D&D. The fighter, cleric, magic-user, thief, dwarf, elf, and halfling. Yeah, being a different race is its own class in B/X. There's a rationale for it that I won't bother to get into, but this basically translates into AD&D as a dwarf fighter, halfling fighter, and elf fighter/mage. It probably goes without saying, but the four core classes are human only.
Since the IWD roller boost scores up to the needed minimums, I'll be rolling my characters the old fashioned way, using the dice that have served me well in my current tabletop game. 3d6 down the line gets me:
| A | B | C | D | E | F |
|---|---|---|---|---|---|---|
Str | 10 | 13 | 10 | 7 | 15 | 8 |
Dex | 9 | 9 | 7 | 14 | 13 | 14 |
Con | 6 | 7 | 15 | 9 | 11 | 14 |
Int | 13 | 8 | 13 | 10 | 11 | 13 |
Wis | 14 | 14 | 7 | 15 | 12 | 12 |
Cha | 15 | 13 | 14 | 13 | 9 | 9 |
Total | 67 | 64 | 66 | 68 | 71 | 70 |
Yikes! I guess the dice only work with actual tabletop, not video games. Actually, I can't complain. They are all above average (63-point) characters. I only had to scrap one that rolled two scores below six. A lot of decent scores were wasted on Charisma, though.
A, B, and C are not set up to be good front-liners with their poor to middling physical attributes. But D and F have pretty bad Str for the front line, too. For F, I can pull points from Int and Wis to bump Str to average to make a serviceable dwarf or halfling (with +3 shorty saves). E would make another good fighter, especially if I pull from Int and Wis to get Str to 17. The decent Con makes another good halfling option, though the Con is just a little too low to be a dwarf. I need a Dex of 12 to make a respectable thief, but the thief is also my least important character (at least, for attribute scores). From A-D, I want to pull a Cleric and an Elf. A single class mage out-levels the spell availability so the multi would be more practical. I think A is my Elf, which I would make a back-line archer. The Dex isn't great, but there's also no penalties there. B or D are my clerics, possibly both. B can actually make a good caster cleric. I can drop Str for Wis and the Dex/Con are just high enough to avoid penalties. That leaves C and D. A thief and a wild card. I can make C my thief if I drop Int to get my Dex to 9. D is a thief right out of the gates, and I can drop Wis for even better Dex. I want to get a third front-liner out of this for balance, though, and preferably another cleric. However, both have unimpressive Dex and neither can use any kind of plate with their Str scores. But, B can get to plate mail with Str 13, so actually I'll make D my caster cleric in the back line and B can be a passable front-ish line cleric off tank. I guess that makes C my thief.
So, now we have:
| Elf | Clr | Thf | Clr | Hlf | Dwf |
|---|---|---|---|---|---|---|
Str | 10 | 13 | 10 | 7 | 17 | 11 |
Dex | 9 | 9 | 9 | 14 | 13 | 14 |
Con | 6 | 7 | 15 | 9 | 11 | 14 |
Int | 15 | 8 | 9 | 10 | 9 | 9 |
Wis | 10 | 14 | 7 | 15 | 10 | 10 |
Cha | 15 | 13 | 14 | 13 | 9 | 9 |
Total | 67 | 64 | 66 | 68 | 71 | 70 |
Extra | 17 | 16 | 18 | 10 | 13 | 13 |
The Ext row is how many extra points I threw away when actually creating each character. Not gonna lie. The 16, 17, and 18 really hurt.
To be continued...